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Diffstat (limited to 'modules/csg/csg_shape.cpp')
-rw-r--r-- | modules/csg/csg_shape.cpp | 2155 |
1 files changed, 2155 insertions, 0 deletions
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp new file mode 100644 index 0000000000..82db1871da --- /dev/null +++ b/modules/csg/csg_shape.cpp @@ -0,0 +1,2155 @@ +/*************************************************************************/ +/* csg_shape.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "csg_shape.h" +#include "scene/3d/path.h" + +void CSGShape::set_use_collision(bool p_enable) { + + if (use_collision == p_enable) + return; + + use_collision = p_enable; + + if (!is_inside_tree() || !is_root_shape()) + return; + + if (use_collision) { + root_collision_shape.instance(); + root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); + PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform()); + PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid()); + PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space()); + _make_dirty(); //force update + } else { + PhysicsServer::get_singleton()->free(root_collision_instance); + root_collision_instance = RID(); + root_collision_shape.unref(); + } +} + +bool CSGShape::is_using_collision() const { + return use_collision; +} + +bool CSGShape::is_root_shape() const { + + return !parent; +} + +void CSGShape::set_snap(float p_snap) { + snap = p_snap; +} + +float CSGShape::get_snap() const { + return snap; +} + +void CSGShape::_make_dirty() { + + if (!is_inside_tree()) + return; + + if (dirty) { + return; + } + + dirty = true; + + if (parent) { + parent->_make_dirty(); + } else { + //only parent will do + call_deferred("_update_shape"); + } +} + +CSGBrush *CSGShape::_get_brush() { + + if (dirty) { + if (brush) { + memdelete(brush); + } + brush = NULL; + + CSGBrush *n = _build_brush(); + + for (int i = 0; i < get_child_count(); i++) { + + CSGShape *child = Object::cast_to<CSGShape>(get_child(i)); + if (!child) + continue; + if (!child->is_visible_in_tree()) + continue; + + CSGBrush *n2 = child->_get_brush(); + if (!n2) + continue; + if (!n) { + n = memnew(CSGBrush); + + n->copy_from(*n2, child->get_transform()); + + } else { + + CSGBrush *nn = memnew(CSGBrush); + CSGBrush *nn2 = memnew(CSGBrush); + nn2->copy_from(*n2, child->get_transform()); + + CSGBrushOperation bop; + + switch (child->get_operation()) { + case CSGShape::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break; + case CSGShape::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break; + case CSGShape::OPERATION_SUBTRACTION: bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap); break; + } + memdelete(n); + memdelete(nn2); + n = nn; + } + } + + if (n) { + AABB aabb; + for (int i = 0; i < n->faces.size(); i++) { + for (int j = 0; j < 3; j++) { + if (i == 0 && j == 0) + aabb.position = n->faces[i].vertices[j]; + else + aabb.expand_to(n->faces[i].vertices[j]); + } + } + node_aabb = aabb; + } else { + node_aabb = AABB(); + } + + brush = n; + + dirty = false; + } + + return brush; +} + +void CSGShape::_update_shape() { + + //print_line("updating shape for " + String(get_path())); + set_base(RID()); + root_mesh.unref(); //byebye root mesh + + CSGBrush *n = _get_brush(); + ERR_FAIL_COND(!n); + + OAHashMap<Vector3, Vector3> vec_map; + + Vector<int> face_count; + face_count.resize(n->materials.size() + 1); + for (int i = 0; i < face_count.size(); i++) { + face_count[i] = 0; + } + + for (int i = 0; i < n->faces.size(); i++) { + int mat = n->faces[i].material; + ERR_CONTINUE(mat < -1 || mat >= face_count.size()); + int idx = mat == -1 ? face_count.size() - 1 : mat; + if (n->faces[i].smooth) { + + Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]); + + for (int j = 0; j < 3; j++) { + Vector3 v = n->faces[i].vertices[j]; + Vector3 add; + if (vec_map.lookup(v, add)) { + add += p.normal; + } else { + add = p.normal; + } + vec_map.set(v, add); + } + } + + face_count[idx]++; + } + + Vector<ShapeUpdateSurface> surfaces; + + surfaces.resize(face_count.size()); + + //create arrays + for (int i = 0; i < surfaces.size(); i++) { + + surfaces[i].vertices.resize(face_count[i] * 3); + surfaces[i].normals.resize(face_count[i] * 3); + surfaces[i].uvs.resize(face_count[i] * 3); + surfaces[i].last_added = 0; + + if (i != surfaces.size() - 1) { + surfaces[i].material = n->materials[i]; + } + + surfaces[i].verticesw = surfaces[i].vertices.write(); + surfaces[i].normalsw = surfaces[i].normals.write(); + surfaces[i].uvsw = surfaces[i].uvs.write(); + } + + //fill arrays + PoolVector<Vector3> physics_faces; + bool fill_physics_faces = false; + if (root_collision_shape.is_valid()) { + physics_faces.resize(n->faces.size() * 3); + fill_physics_faces = true; + } + + { + PoolVector<Vector3>::Write physicsw; + + if (fill_physics_faces) { + physicsw = physics_faces.write(); + } + + for (int i = 0; i < n->faces.size(); i++) { + + int order[3] = { 0, 1, 2 }; + + if (n->faces[i].invert) { + SWAP(order[1], order[2]); + } + + if (fill_physics_faces) { + physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]]; + physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]]; + physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]]; + } + + int mat = n->faces[i].material; + ERR_CONTINUE(mat < -1 || mat >= face_count.size()); + int idx = mat == -1 ? face_count.size() - 1 : mat; + + int last = surfaces[idx].last_added; + + Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]); + + for (int j = 0; j < 3; j++) { + + Vector3 v = n->faces[i].vertices[j]; + + Vector3 normal = p.normal; + + if (n->faces[i].smooth && vec_map.lookup(v, normal)) { + normal.normalize(); + } + + if (n->faces[i].invert) { + + normal = -normal; + } + + surfaces[idx].verticesw[last + order[j]] = v; + surfaces[idx].uvsw[last + order[j]] = n->faces[i].uvs[j]; + surfaces[idx].normalsw[last + order[j]] = normal; + } + + surfaces[idx].last_added += 3; + } + } + + root_mesh.instance(); + //create surfaces + + for (int i = 0; i < surfaces.size(); i++) { + + surfaces[i].verticesw = PoolVector<Vector3>::Write(); + surfaces[i].normalsw = PoolVector<Vector3>::Write(); + surfaces[i].uvsw = PoolVector<Vector2>::Write(); + + if (surfaces[i].last_added == 0) + continue; + + Array array; + array.resize(Mesh::ARRAY_MAX); + + array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices; + array[Mesh::ARRAY_NORMAL] = surfaces[i].normals; + array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs; + + int idx = root_mesh->get_surface_count(); + root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array); + root_mesh->surface_set_material(idx, surfaces[i].material); + } + + if (root_collision_shape.is_valid()) { + root_collision_shape->set_faces(physics_faces); + } + + set_base(root_mesh->get_rid()); +} +AABB CSGShape::get_aabb() const { + return node_aabb; +} + +PoolVector<Vector3> CSGShape::get_brush_faces() { + ERR_FAIL_COND_V(!is_inside_tree(), PoolVector<Vector3>()); + CSGBrush *b = _get_brush(); + if (!b) { + return PoolVector<Vector3>(); + } + + PoolVector<Vector3> faces; + int fc = b->faces.size(); + faces.resize(fc * 3); + { + PoolVector<Vector3>::Write w = faces.write(); + for (int i = 0; i < fc; i++) { + w[i * 3 + 0] = b->faces[i].vertices[0]; + w[i * 3 + 1] = b->faces[i].vertices[1]; + w[i * 3 + 2] = b->faces[i].vertices[2]; + } + } + + return faces; +} + +PoolVector<Face3> CSGShape::get_faces(uint32_t p_usage_flags) const { + + return PoolVector<Face3>(); +} + +void CSGShape::_notification(int p_what) { + + if (p_what == NOTIFICATION_ENTER_TREE) { + + Node *parentn = get_parent(); + if (parentn) { + parent = Object::cast_to<CSGShape>(parentn); + } + + if (use_collision && is_root_shape()) { + root_collision_shape.instance(); + root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); + PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform()); + PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid()); + PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space()); + } + + _make_dirty(); + } + + if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) { + + //print_line("local xform changed"); + if (parent) { + parent->_make_dirty(); + } + } + + if (p_what == NOTIFICATION_EXIT_TREE) { + if (parent) + parent->_make_dirty(); + parent = NULL; + + if (use_collision && is_root_shape()) { + PhysicsServer::get_singleton()->free(root_collision_instance); + root_collision_instance = RID(); + root_collision_shape.unref(); + } + _make_dirty(); + } +} + +void CSGShape::set_operation(Operation p_operation) { + + operation = p_operation; + _make_dirty(); +} + +CSGShape::Operation CSGShape::get_operation() const { + return operation; +} + +void CSGShape::_validate_property(PropertyInfo &property) const { + if (is_inside_tree() && property.name.begins_with("use_collision") && !is_root_shape()) { + //hide collision if not root + property.usage = PROPERTY_USAGE_NOEDITOR; + } +} + +void CSGShape::_bind_methods() { + + ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape::_update_shape); + ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape::is_root_shape); + + ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape::set_operation); + ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape::get_operation); + + ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape::set_use_collision); + ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape::is_using_collision); + + ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape::set_snap); + ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape::get_snap); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap"); + + BIND_ENUM_CONSTANT(OPERATION_UNION); + BIND_ENUM_CONSTANT(OPERATION_INTERSECTION); + BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION); +} + +CSGShape::CSGShape() { + brush = NULL; + set_notify_local_transform(true); + dirty = false; + parent = NULL; + use_collision = false; + operation = OPERATION_UNION; + snap = 0.001; +} + +CSGShape::~CSGShape() { + if (brush) { + memdelete(brush); + brush = NULL; + } +} +////////////////////////////////// + +CSGBrush *CSGCombiner::_build_brush() { + + return NULL; //does not build anything +} + +CSGCombiner::CSGCombiner() { +} + +///////////////////// + +CSGBrush *CSGPrimitive::_create_brush_from_arrays(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uv, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials) { + + CSGBrush *brush = memnew(CSGBrush); + + PoolVector<bool> invert; + invert.resize(p_vertices.size() / 3); + { + int ic = invert.size(); + PoolVector<bool>::Write w = invert.write(); + for (int i = 0; i < ic; i++) { + w[i] = invert_faces; + } + } + brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert); + + return brush; +} + +void CSGPrimitive::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive::set_invert_faces); + ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive::is_inverting_faces); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces"); +} + +void CSGPrimitive::set_invert_faces(bool p_invert) { + if (invert_faces == p_invert) + return; + + invert_faces = p_invert; + + _make_dirty(); +} + +bool CSGPrimitive::is_inverting_faces() { + return invert_faces; +} + +CSGPrimitive::CSGPrimitive() { + invert_faces = false; +} + +///////////////////// + +CSGBrush *CSGMesh::_build_brush() { + + if (!mesh.is_valid()) + return NULL; + + PoolVector<Vector3> vertices; + PoolVector<bool> smooth; + PoolVector<Ref<Material> > materials; + PoolVector<Vector2> uvs; + + for (int i = 0; i < mesh->get_surface_count(); i++) { + + if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) { + continue; + } + + Array arrays = mesh->surface_get_arrays(i); + + PoolVector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX]; + if (avertices.size() == 0) + continue; + + PoolVector<Vector3>::Read vr = avertices.read(); + + PoolVector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL]; + PoolVector<Vector3>::Read nr; + bool nr_used = false; + if (anormals.size()) { + nr = anormals.read(); + nr_used = true; + } + + PoolVector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV]; + PoolVector<Vector2>::Read uvr; + bool uvr_used = false; + if (auvs.size()) { + uvr = auvs.read(); + uvr_used = true; + } + + Ref<Material> mat = mesh->surface_get_material(i); + + PoolVector<int> aindices = arrays[Mesh::ARRAY_INDEX]; + if (aindices.size()) { + int as = vertices.size(); + int is = aindices.size(); + + vertices.resize(as + is); + smooth.resize((as + is) / 3); + materials.resize((as + is) / 3); + uvs.resize(as + is); + + PoolVector<Vector3>::Write vw = vertices.write(); + PoolVector<bool>::Write sw = smooth.write(); + PoolVector<Vector2>::Write uvw = uvs.write(); + PoolVector<Ref<Material> >::Write mw = materials.write(); + + PoolVector<int>::Read ir = aindices.read(); + + for (int j = 0; j < is; j += 3) { + + Vector3 vertex[3]; + Vector3 normal[3]; + Vector2 uv[3]; + + for (int k = 0; k < 3; k++) { + int idx = ir[j + k]; + vertex[k] = vr[idx]; + if (nr_used) { + normal[k] = nr[idx]; + } + if (uvr_used) { + uv[k] = uvr[idx]; + } + } + + bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON; + + vw[as + j + 0] = vertex[0]; + vw[as + j + 1] = vertex[1]; + vw[as + j + 2] = vertex[2]; + + uvw[as + j + 0] = uv[0]; + uvw[as + j + 1] = uv[1]; + uvw[as + j + 2] = uv[2]; + + sw[j / 3] = !flat; + mw[j / 3] = mat; + } + } else { + int is = vertices.size(); + int as = avertices.size(); + + vertices.resize(as + is); + smooth.resize((as + is) / 3); + uvs.resize(as + is); + materials.resize((as + is) / 3); + + PoolVector<Vector3>::Write vw = vertices.write(); + PoolVector<bool>::Write sw = smooth.write(); + PoolVector<Vector2>::Write uvw = uvs.write(); + PoolVector<Ref<Material> >::Write mw = materials.write(); + + for (int j = 0; j < is; j += 3) { + + Vector3 vertex[3]; + Vector3 normal[3]; + Vector2 uv[3]; + + for (int k = 0; k < 3; k++) { + vertex[k] = vr[j + k]; + if (nr_used) { + normal[k] = nr[j + k]; + } + if (uvr_used) { + uv[k] = uvr[j + k]; + } + } + + bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON; + + vw[as + j + 0] = vertex[0]; + vw[as + j + 1] = vertex[1]; + vw[as + j + 2] = vertex[2]; + + uvw[as + j + 0] = uv[0]; + uvw[as + j + 1] = uv[1]; + uvw[as + j + 2] = uv[2]; + + sw[j / 3] = !flat; + mw[j / 3] = mat; + } + } + } + + //print_line("total vertices? " + itos(vertices.size())); + if (vertices.size() == 0) + return NULL; + + return _create_brush_from_arrays(vertices, uvs, smooth, materials); +} + +void CSGMesh::_mesh_changed() { + _make_dirty(); + update_gizmo(); +} + +void CSGMesh::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh::set_mesh); + ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh::get_mesh); + + ClassDB::bind_method(D_METHOD("_mesh_changed"), &CSGMesh::_mesh_changed); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); +} + +void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) { + + if (mesh == p_mesh) + return; + if (mesh.is_valid()) { + mesh->disconnect("changed", this, "_mesh_changed"); + } + mesh = p_mesh; + + if (mesh.is_valid()) { + mesh->connect("changed", this, "_mesh_changed"); + } + + _make_dirty(); +} + +Ref<Mesh> CSGMesh::get_mesh() { + return mesh; +} + +//////////////////////////////// + +CSGBrush *CSGSphere::_build_brush() { + + // set our bounding box + + CSGBrush *brush = memnew(CSGBrush); + + int face_count = rings * radial_segments * 2 - radial_segments * 2; + + bool invert_val = is_inverting_faces(); + Ref<Material> material = get_material(); + + PoolVector<Vector3> faces; + PoolVector<Vector2> uvs; + PoolVector<bool> smooth; + PoolVector<Ref<Material> > materials; + PoolVector<bool> invert; + + faces.resize(face_count * 3); + uvs.resize(face_count * 3); + + smooth.resize(face_count); + materials.resize(face_count); + invert.resize(face_count); + + { + + PoolVector<Vector3>::Write facesw = faces.write(); + PoolVector<Vector2>::Write uvsw = uvs.write(); + PoolVector<bool>::Write smoothw = smooth.write(); + PoolVector<Ref<Material> >::Write materialsw = materials.write(); + PoolVector<bool>::Write invertw = invert.write(); + + int face = 0; + + for (int i = 1; i <= rings; i++) { + double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings); + double z0 = Math::sin(lat0); + double zr0 = Math::cos(lat0); + double u0 = double(i - 1) / rings; + + double lat1 = Math_PI * (-0.5 + (double)i / rings); + double z1 = Math::sin(lat1); + double zr1 = Math::cos(lat1); + double u1 = double(i) / rings; + + for (int j = radial_segments; j >= 1; j--) { + + double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments; + double x0 = Math::cos(lng0); + double y0 = Math::sin(lng0); + double v0 = double(i - 1) / radial_segments; + + double lng1 = 2 * Math_PI * (double)(j) / radial_segments; + double x1 = Math::cos(lng1); + double y1 = Math::sin(lng1); + double v1 = double(i) / radial_segments; + + Vector3 v[4] = { + Vector3(x1 * zr0, z0, y1 * zr0) * radius, + Vector3(x1 * zr1, z1, y1 * zr1) * radius, + Vector3(x0 * zr1, z1, y0 * zr1) * radius, + Vector3(x0 * zr0, z0, y0 * zr0) * radius + }; + + Vector2 u[4] = { + Vector2(v1, u0), + Vector2(v1, u1), + Vector2(v0, u1), + Vector2(v0, u0), + + }; + + if (i < rings) { + + //face 1 + facesw[face * 3 + 0] = v[0]; + facesw[face * 3 + 1] = v[1]; + facesw[face * 3 + 2] = v[2]; + + uvsw[face * 3 + 0] = u[0]; + uvsw[face * 3 + 1] = u[1]; + uvsw[face * 3 + 2] = u[2]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + } + + if (i > 1) { + //face 2 + facesw[face * 3 + 0] = v[2]; + facesw[face * 3 + 1] = v[3]; + facesw[face * 3 + 2] = v[0]; + + uvsw[face * 3 + 0] = u[2]; + uvsw[face * 3 + 1] = u[3]; + uvsw[face * 3 + 2] = u[0]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + } + } + } + + if (face != face_count) { + ERR_PRINT("Face mismatch bug! fix code"); + } + } + + brush->build_from_faces(faces, uvs, smooth, materials, invert); + + return brush; +} + +void CSGSphere::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere::get_radius); + + ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere::set_radial_segments); + ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere::get_radial_segments); + ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere::set_rings); + ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere::get_rings); + + ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere::set_smooth_faces); + ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere::get_smooth_faces); + + ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere::set_material); + ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere::get_material); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material"); +} + +void CSGSphere::set_radius(const float p_radius) { + ERR_FAIL_COND(p_radius <= 0); + radius = p_radius; + _make_dirty(); + update_gizmo(); +} + +float CSGSphere::get_radius() const { + return radius; +} + +void CSGSphere::set_radial_segments(const int p_radial_segments) { + radial_segments = p_radial_segments > 4 ? p_radial_segments : 4; + _make_dirty(); + update_gizmo(); +} + +int CSGSphere::get_radial_segments() const { + return radial_segments; +} + +void CSGSphere::set_rings(const int p_rings) { + rings = p_rings > 1 ? p_rings : 1; + _make_dirty(); + update_gizmo(); +} + +int CSGSphere::get_rings() const { + return rings; +} + +void CSGSphere::set_smooth_faces(const bool p_smooth_faces) { + smooth_faces = p_smooth_faces; + _make_dirty(); +} + +bool CSGSphere::get_smooth_faces() const { + return smooth_faces; +} + +void CSGSphere::set_material(const Ref<Material> &p_material) { + + material = p_material; + _make_dirty(); +} + +Ref<Material> CSGSphere::get_material() const { + + return material; +} + +CSGSphere::CSGSphere() { + // defaults + radius = 1.0; + radial_segments = 12; + rings = 6; + smooth_faces = true; +} + +/////////////// + +CSGBrush *CSGBox::_build_brush() { + + // set our bounding box + + CSGBrush *brush = memnew(CSGBrush); + + int face_count = 12; //it's a cube.. + + bool invert_val = is_inverting_faces(); + Ref<Material> material = get_material(); + + PoolVector<Vector3> faces; + PoolVector<Vector2> uvs; + PoolVector<bool> smooth; + PoolVector<Ref<Material> > materials; + PoolVector<bool> invert; + + faces.resize(face_count * 3); + uvs.resize(face_count * 3); + + smooth.resize(face_count); + materials.resize(face_count); + invert.resize(face_count); + + { + + PoolVector<Vector3>::Write facesw = faces.write(); + PoolVector<Vector2>::Write uvsw = uvs.write(); + PoolVector<bool>::Write smoothw = smooth.write(); + PoolVector<Ref<Material> >::Write materialsw = materials.write(); + PoolVector<bool>::Write invertw = invert.write(); + + int face = 0; + + Vector3 vertex_mul(width, height, depth); + + { + + for (int i = 0; i < 6; i++) { + + Vector3 face_points[4]; + float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 }; + + for (int j = 0; j < 4; j++) { + + float v[3]; + v[0] = 1.0; + v[1] = 1 - 2 * ((j >> 1) & 1); + v[2] = v[1] * (1 - 2 * (j & 1)); + + for (int k = 0; k < 3; k++) { + + if (i < 3) + face_points[j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1); + else + face_points[3 - j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1); + } + } + + Vector2 u[4]; + for (int j = 0; j < 4; j++) { + u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]); + } + + //face 1 + facesw[face * 3 + 0] = face_points[0] * vertex_mul; + facesw[face * 3 + 1] = face_points[1] * vertex_mul; + facesw[face * 3 + 2] = face_points[2] * vertex_mul; + + uvsw[face * 3 + 0] = u[0]; + uvsw[face * 3 + 1] = u[1]; + uvsw[face * 3 + 2] = u[2]; + + smoothw[face] = false; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + //face 1 + facesw[face * 3 + 0] = face_points[2] * vertex_mul; + facesw[face * 3 + 1] = face_points[3] * vertex_mul; + facesw[face * 3 + 2] = face_points[0] * vertex_mul; + + uvsw[face * 3 + 0] = u[2]; + uvsw[face * 3 + 1] = u[3]; + uvsw[face * 3 + 2] = u[0]; + + smoothw[face] = false; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + } + } + + if (face != face_count) { + ERR_PRINT("Face mismatch bug! fix code"); + } + } + + brush->build_from_faces(faces, uvs, smooth, materials, invert); + + return brush; +} + +void CSGBox::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox::set_width); + ClassDB::bind_method(D_METHOD("get_width"), &CSGBox::get_width); + + ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox::set_height); + ClassDB::bind_method(D_METHOD("get_height"), &CSGBox::get_height); + + ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox::set_depth); + ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox::get_depth); + + ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox::set_material); + ClassDB::bind_method(D_METHOD("get_material"), &CSGBox::get_material); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material"); +} + +void CSGBox::set_width(const float p_width) { + width = p_width; + _make_dirty(); + update_gizmo(); +} + +float CSGBox::get_width() const { + return width; +} + +void CSGBox::set_height(const float p_height) { + height = p_height; + _make_dirty(); + update_gizmo(); +} + +float CSGBox::get_height() const { + return height; +} + +void CSGBox::set_depth(const float p_depth) { + depth = p_depth; + _make_dirty(); + update_gizmo(); +} + +float CSGBox::get_depth() const { + return depth; +} + +void CSGBox::set_material(const Ref<Material> &p_material) { + + material = p_material; + _make_dirty(); + update_gizmo(); +} + +Ref<Material> CSGBox::get_material() const { + + return material; +} + +CSGBox::CSGBox() { + // defaults + width = 1.0; + height = 1.0; + depth = 1.0; +} + +/////////////// + +CSGBrush *CSGCylinder::_build_brush() { + + // set our bounding box + + CSGBrush *brush = memnew(CSGBrush); + + int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides); + + bool invert_val = is_inverting_faces(); + Ref<Material> material = get_material(); + + PoolVector<Vector3> faces; + PoolVector<Vector2> uvs; + PoolVector<bool> smooth; + PoolVector<Ref<Material> > materials; + PoolVector<bool> invert; + + faces.resize(face_count * 3); + uvs.resize(face_count * 3); + + smooth.resize(face_count); + materials.resize(face_count); + invert.resize(face_count); + + { + + PoolVector<Vector3>::Write facesw = faces.write(); + PoolVector<Vector2>::Write uvsw = uvs.write(); + PoolVector<bool>::Write smoothw = smooth.write(); + PoolVector<Ref<Material> >::Write materialsw = materials.write(); + PoolVector<bool>::Write invertw = invert.write(); + + int face = 0; + + Vector3 vertex_mul(radius, height * 0.5, radius); + + { + + for (int i = 0; i < sides; i++) { + + float inc = float(i) / sides; + float inc_n = float((i + 1)) / sides; + + float ang = inc * Math_PI * 2.0; + float ang_n = inc_n * Math_PI * 2.0; + + Vector3 base(Math::cos(ang), 0, Math::sin(ang)); + Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n)); + + Vector3 face_points[4] = { + base + Vector3(0, -1, 0), + base_n + Vector3(0, -1, 0), + base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0), + base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0), + }; + + Vector2 u[4] = { + Vector2(inc, 0), + Vector2(inc_n, 0), + Vector2(inc_n, 1), + Vector2(inc, 1), + }; + + //side face 1 + facesw[face * 3 + 0] = face_points[0] * vertex_mul; + facesw[face * 3 + 1] = face_points[1] * vertex_mul; + facesw[face * 3 + 2] = face_points[2] * vertex_mul; + + uvsw[face * 3 + 0] = u[0]; + uvsw[face * 3 + 1] = u[1]; + uvsw[face * 3 + 2] = u[2]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + + if (!cone) { + //side face 2 + facesw[face * 3 + 0] = face_points[2] * vertex_mul; + facesw[face * 3 + 1] = face_points[3] * vertex_mul; + facesw[face * 3 + 2] = face_points[0] * vertex_mul; + + uvsw[face * 3 + 0] = u[2]; + uvsw[face * 3 + 1] = u[3]; + uvsw[face * 3 + 2] = u[0]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + face++; + } + + //bottom face 1 + facesw[face * 3 + 0] = face_points[1] * vertex_mul; + facesw[face * 3 + 1] = face_points[0] * vertex_mul; + facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul; + + uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5); + uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5); + uvsw[face * 3 + 2] = Vector2(0.5, 0.5); + + smoothw[face] = false; + invertw[face] = invert_val; + materialsw[face] = material; + face++; + + if (!cone) { + //top face 1 + facesw[face * 3 + 0] = face_points[3] * vertex_mul; + facesw[face * 3 + 1] = face_points[2] * vertex_mul; + facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul; + + uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5); + uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5); + uvsw[face * 3 + 2] = Vector2(0.5, 0.5); + + smoothw[face] = false; + invertw[face] = invert_val; + materialsw[face] = material; + face++; + } + } + } + + if (face != face_count) { + ERR_PRINT("Face mismatch bug! fix code"); + } + } + + brush->build_from_faces(faces, uvs, smooth, materials, invert); + + return brush; +} + +void CSGCylinder::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder::get_radius); + + ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder::set_height); + ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder::get_height); + + ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder::set_sides); + ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder::get_sides); + + ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder::set_cone); + ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder::is_cone); + + ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder::set_material); + ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder::get_material); + + ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder::set_smooth_faces); + ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder::get_smooth_faces); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material"); +} + +void CSGCylinder::set_radius(const float p_radius) { + radius = p_radius; + _make_dirty(); + update_gizmo(); +} + +float CSGCylinder::get_radius() const { + return radius; +} + +void CSGCylinder::set_height(const float p_height) { + height = p_height; + _make_dirty(); + update_gizmo(); +} + +float CSGCylinder::get_height() const { + return height; +} + +void CSGCylinder::set_sides(const int p_sides) { + ERR_FAIL_COND(p_sides < 3); + sides = p_sides; + _make_dirty(); + update_gizmo(); +} + +int CSGCylinder::get_sides() const { + return sides; +} + +void CSGCylinder::set_cone(const bool p_cone) { + cone = p_cone; + _make_dirty(); + update_gizmo(); +} + +bool CSGCylinder::is_cone() const { + return cone; +} + +void CSGCylinder::set_smooth_faces(const bool p_smooth_faces) { + smooth_faces = p_smooth_faces; + _make_dirty(); +} + +bool CSGCylinder::get_smooth_faces() const { + return smooth_faces; +} + +void CSGCylinder::set_material(const Ref<Material> &p_material) { + + material = p_material; + _make_dirty(); +} + +Ref<Material> CSGCylinder::get_material() const { + + return material; +} + +CSGCylinder::CSGCylinder() { + // defaults + radius = 1.0; + height = 1.0; + sides = 8; + cone = false; + smooth_faces = true; +} + +/////////////// + +CSGBrush *CSGTorus::_build_brush() { + + // set our bounding box + + float min_radius = inner_radius; + float max_radius = outer_radius; + + if (min_radius == max_radius) + return NULL; //sorry, can't + + if (min_radius > max_radius) { + SWAP(min_radius, max_radius); + } + + float radius = (max_radius - min_radius) * 0.5; + + CSGBrush *brush = memnew(CSGBrush); + + int face_count = ring_sides * sides * 2; + + bool invert_val = is_inverting_faces(); + Ref<Material> material = get_material(); + + PoolVector<Vector3> faces; + PoolVector<Vector2> uvs; + PoolVector<bool> smooth; + PoolVector<Ref<Material> > materials; + PoolVector<bool> invert; + + faces.resize(face_count * 3); + uvs.resize(face_count * 3); + + smooth.resize(face_count); + materials.resize(face_count); + invert.resize(face_count); + + { + + PoolVector<Vector3>::Write facesw = faces.write(); + PoolVector<Vector2>::Write uvsw = uvs.write(); + PoolVector<bool>::Write smoothw = smooth.write(); + PoolVector<Ref<Material> >::Write materialsw = materials.write(); + PoolVector<bool>::Write invertw = invert.write(); + + int face = 0; + + { + + for (int i = 0; i < sides; i++) { + + float inci = float(i) / sides; + float inci_n = float((i + 1)) / sides; + + float angi = inci * Math_PI * 2.0; + float angi_n = inci_n * Math_PI * 2.0; + + Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi)); + Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n)); + + for (int j = 0; j < ring_sides; j++) { + + float incj = float(j) / ring_sides; + float incj_n = float((j + 1)) / ring_sides; + + float angj = incj * Math_PI * 2.0; + float angj_n = incj_n * Math_PI * 2.0; + + Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0); + Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0); + + Vector3 face_points[4] = { + Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x), + Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x), + Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x), + Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x) + }; + + Vector2 u[4] = { + Vector2(inci, incj), + Vector2(inci, incj_n), + Vector2(inci_n, incj_n), + Vector2(inci_n, incj), + }; + + // face 1 + facesw[face * 3 + 0] = face_points[0]; + facesw[face * 3 + 1] = face_points[2]; + facesw[face * 3 + 2] = face_points[1]; + + uvsw[face * 3 + 0] = u[0]; + uvsw[face * 3 + 1] = u[2]; + uvsw[face * 3 + 2] = u[1]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + + //face 2 + facesw[face * 3 + 0] = face_points[3]; + facesw[face * 3 + 1] = face_points[2]; + facesw[face * 3 + 2] = face_points[0]; + + uvsw[face * 3 + 0] = u[3]; + uvsw[face * 3 + 1] = u[2]; + uvsw[face * 3 + 2] = u[0]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + face++; + } + } + } + + if (face != face_count) { + ERR_PRINT("Face mismatch bug! fix code"); + } + } + + brush->build_from_faces(faces, uvs, smooth, materials, invert); + + return brush; +} + +void CSGTorus::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus::set_inner_radius); + ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus::get_inner_radius); + + ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus::set_outer_radius); + ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus::get_outer_radius); + + ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus::set_sides); + ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus::get_sides); + + ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus::set_ring_sides); + ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus::get_ring_sides); + + ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus::set_material); + ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus::get_material); + + ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus::set_smooth_faces); + ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus::get_smooth_faces); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "outer_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_outer_radius", "get_outer_radius"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material"); +} + +void CSGTorus::set_inner_radius(const float p_inner_radius) { + inner_radius = p_inner_radius; + _make_dirty(); + update_gizmo(); +} + +float CSGTorus::get_inner_radius() const { + return inner_radius; +} + +void CSGTorus::set_outer_radius(const float p_outer_radius) { + outer_radius = p_outer_radius; + _make_dirty(); + update_gizmo(); +} + +float CSGTorus::get_outer_radius() const { + return outer_radius; +} + +void CSGTorus::set_sides(const int p_sides) { + ERR_FAIL_COND(p_sides < 3); + sides = p_sides; + _make_dirty(); + update_gizmo(); +} + +int CSGTorus::get_sides() const { + return sides; +} + +void CSGTorus::set_ring_sides(const int p_ring_sides) { + ERR_FAIL_COND(p_ring_sides < 3); + ring_sides = p_ring_sides; + _make_dirty(); + update_gizmo(); +} + +int CSGTorus::get_ring_sides() const { + return ring_sides; +} + +void CSGTorus::set_smooth_faces(const bool p_smooth_faces) { + smooth_faces = p_smooth_faces; + _make_dirty(); +} + +bool CSGTorus::get_smooth_faces() const { + return smooth_faces; +} + +void CSGTorus::set_material(const Ref<Material> &p_material) { + + material = p_material; + _make_dirty(); +} + +Ref<Material> CSGTorus::get_material() const { + + return material; +} + +CSGTorus::CSGTorus() { + // defaults + inner_radius = 2.0; + outer_radius = 3.0; + sides = 8; + ring_sides = 6; + smooth_faces = true; +} + +/////////////// + +CSGBrush *CSGPolygon::_build_brush() { + + // set our bounding box + + if (polygon.size() < 3) + return NULL; + + Vector<Point2> final_polygon = polygon; + + if (Triangulate::get_area(final_polygon) > 0) { + final_polygon.invert(); + } + + Vector<int> triangles = Geometry::triangulate_polygon(final_polygon); + + if (triangles.size() < 3) + return NULL; + + Path *path = NULL; + Ref<Curve3D> curve; + + if (mode == MODE_PATH) { + if (!has_node(path_node)) + return NULL; + Node *n = get_node(path_node); + if (!n) + return NULL; + path = Object::cast_to<Path>(n); + if (!path) + return NULL; + + if (path != path_cache) { + if (path_cache) { + path_cache->disconnect("tree_exited", this, "_path_exited"); + path_cache->disconnect("curve_changed", this, "_path_changed"); + path_cache = NULL; + } + + path_cache = path; + + if (path_cache) { + path_cache->connect("tree_exited", this, "_path_exited"); + path_cache->connect("curve_changed", this, "_path_changed"); + path_cache = NULL; + } + } + curve = path->get_curve(); + if (curve.is_null()) + return NULL; + if (curve->get_baked_length() <= 0) + return NULL; + } + CSGBrush *brush = memnew(CSGBrush); + + int face_count; + + switch (mode) { + case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2; break; + case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides; break; + case MODE_PATH: { + float bl = curve->get_baked_length(); + int splits = MAX(2, Math::ceil(bl / path_interval)); + face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2; + } break; + } + + bool invert_val = is_inverting_faces(); + Ref<Material> material = get_material(); + + PoolVector<Vector3> faces; + PoolVector<Vector2> uvs; + PoolVector<bool> smooth; + PoolVector<Ref<Material> > materials; + PoolVector<bool> invert; + + faces.resize(face_count * 3); + uvs.resize(face_count * 3); + + smooth.resize(face_count); + materials.resize(face_count); + invert.resize(face_count); + + AABB aabb; //must be computed + { + + PoolVector<Vector3>::Write facesw = faces.write(); + PoolVector<Vector2>::Write uvsw = uvs.write(); + PoolVector<bool>::Write smoothw = smooth.write(); + PoolVector<Ref<Material> >::Write materialsw = materials.write(); + PoolVector<bool>::Write invertw = invert.write(); + + int face = 0; + + switch (mode) { + case MODE_DEPTH: { + + //add triangles, front and back + for (int i = 0; i < 2; i++) { + + for (int j = 0; j < triangles.size(); j += 3) { + for (int k = 0; k < 3; k++) { + int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 }; + Vector2 p = final_polygon[triangles[j + src[k]]]; + Vector3 v = Vector3(p.x, p.y, 0); + if (i == 0) { + v.z -= depth; + } + facesw[face * 3 + k] = v; + } + + smoothw[face] = false; + materialsw[face] = material; + invertw[face] = invert_val; + face++; + } + } + + //add triangles for depth + for (int i = 0; i < final_polygon.size(); i++) { + + int i_n = (i + 1) % final_polygon.size(); + + Vector3 v[4] = { + Vector3(final_polygon[i].x, final_polygon[i].y, -depth), + Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth), + Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0), + Vector3(final_polygon[i].x, final_polygon[i].y, 0), + }; + + Vector2 u[4] = { + Vector2(0, 0), + Vector2(0, 1), + Vector2(1, 1), + Vector2(1, 0) + }; + + // face 1 + facesw[face * 3 + 0] = v[0]; + facesw[face * 3 + 1] = v[1]; + facesw[face * 3 + 2] = v[2]; + + uvsw[face * 3 + 0] = u[0]; + uvsw[face * 3 + 1] = u[1]; + uvsw[face * 3 + 2] = u[2]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + + // face 2 + facesw[face * 3 + 0] = v[2]; + facesw[face * 3 + 1] = v[3]; + facesw[face * 3 + 2] = v[0]; + + uvsw[face * 3 + 0] = u[2]; + uvsw[face * 3 + 1] = u[3]; + uvsw[face * 3 + 2] = u[0]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + } + + } break; + case MODE_SPIN: { + + for (int i = 0; i < spin_sides; i++) { + + float inci = float(i) / spin_sides; + float inci_n = float((i + 1)) / spin_sides; + + float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0; + float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0; + + Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi)); + Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n)); + + //add triangles for depth + for (int j = 0; j < final_polygon.size(); j++) { + + int j_n = (j + 1) % final_polygon.size(); + + Vector3 v[4] = { + Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x), + Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x), + Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x), + Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x), + }; + + Vector2 u[4] = { + Vector2(0, 0), + Vector2(0, 1), + Vector2(1, 1), + Vector2(1, 0) + }; + + // face 1 + facesw[face * 3 + 0] = v[0]; + facesw[face * 3 + 1] = v[2]; + facesw[face * 3 + 2] = v[1]; + + uvsw[face * 3 + 0] = u[0]; + uvsw[face * 3 + 1] = u[2]; + uvsw[face * 3 + 2] = u[1]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + + // face 2 + facesw[face * 3 + 0] = v[2]; + facesw[face * 3 + 1] = v[0]; + facesw[face * 3 + 2] = v[3]; + + uvsw[face * 3 + 0] = u[2]; + uvsw[face * 3 + 1] = u[0]; + uvsw[face * 3 + 2] = u[3]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + } + + if (i == 0 && spin_degrees < 360) { + + for (int j = 0; j < triangles.size(); j += 3) { + for (int k = 0; k < 3; k++) { + int src[3] = { 0, 2, 1 }; + Vector2 p = final_polygon[triangles[j + src[k]]]; + Vector3 v = Vector3(p.x, p.y, 0); + facesw[face * 3 + k] = v; + } + + smoothw[face] = false; + materialsw[face] = material; + invertw[face] = invert_val; + face++; + } + } + + if (i == spin_sides - 1 && spin_degrees < 360) { + + for (int j = 0; j < triangles.size(); j += 3) { + for (int k = 0; k < 3; k++) { + int src[3] = { 0, 1, 2 }; + Vector2 p = final_polygon[triangles[j + src[k]]]; + Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x); + facesw[face * 3 + k] = v; + } + + smoothw[face] = false; + materialsw[face] = material; + invertw[face] = invert_val; + face++; + } + } + } + } break; + case MODE_PATH: { + + float bl = curve->get_baked_length(); + int splits = MAX(2, Math::ceil(bl / path_interval)); + + Transform path_to_this = get_global_transform().affine_inverse() * path->get_global_transform(); + + Transform prev_xf; + + Vector3 lookat_dir; + + if (path_rotation == PATH_ROTATION_POLYGON) { + lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1)); + } else { + Vector3 p1, p2; + p1 = curve->interpolate_baked(0); + p2 = curve->interpolate_baked(0.1); + lookat_dir = (p2 - p1).normalized(); + } + + for (int i = 0; i <= splits; i++) { + + float ofs = i * path_interval; + + Transform xf; + xf.origin = curve->interpolate_baked(ofs); + + Vector3 local_dir; + + if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) { + //before end + Vector3 p1 = curve->interpolate_baked(ofs - 0.1); + Vector3 p2 = curve->interpolate_baked(ofs); + local_dir = (p2 - p1).normalized(); + + } else { + local_dir = lookat_dir; + } + + xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0)); + Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs)); + + xf = xf * rot; //post mult + + xf = path_to_this * xf; + + if (i > 0) { + //put triangles where they belong + //add triangles for depth + for (int j = 0; j < final_polygon.size(); j++) { + + int j_n = (j + 1) % final_polygon.size(); + + Vector3 v[4] = { + prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)), + prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)), + xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)), + xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)), + }; + + Vector2 u[4] = { + Vector2(0, 0), + Vector2(0, 1), + Vector2(1, 1), + Vector2(1, 0) + }; + + // face 1 + facesw[face * 3 + 0] = v[0]; + facesw[face * 3 + 1] = v[1]; + facesw[face * 3 + 2] = v[2]; + + uvsw[face * 3 + 0] = u[0]; + uvsw[face * 3 + 1] = u[1]; + uvsw[face * 3 + 2] = u[2]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + + // face 2 + facesw[face * 3 + 0] = v[2]; + facesw[face * 3 + 1] = v[3]; + facesw[face * 3 + 2] = v[0]; + + uvsw[face * 3 + 0] = u[2]; + uvsw[face * 3 + 1] = u[3]; + uvsw[face * 3 + 2] = u[0]; + + smoothw[face] = smooth_faces; + invertw[face] = invert_val; + materialsw[face] = material; + + face++; + } + } + + if (i == 0) { + + for (int j = 0; j < triangles.size(); j += 3) { + for (int k = 0; k < 3; k++) { + int src[3] = { 0, 1, 2 }; + Vector2 p = final_polygon[triangles[j + src[k]]]; + Vector3 v = Vector3(p.x, p.y, 0); + facesw[face * 3 + k] = xf.xform(v); + } + + smoothw[face] = false; + materialsw[face] = material; + invertw[face] = invert_val; + face++; + } + } + + if (i == splits) { + + for (int j = 0; j < triangles.size(); j += 3) { + for (int k = 0; k < 3; k++) { + int src[3] = { 0, 2, 1 }; + Vector2 p = final_polygon[triangles[j + src[k]]]; + Vector3 v = Vector3(p.x, p.y, 0); + facesw[face * 3 + k] = xf.xform(v); + } + + smoothw[face] = false; + materialsw[face] = material; + invertw[face] = invert_val; + face++; + } + } + + prev_xf = xf; + } + + } break; + } + + if (face != face_count) { + ERR_PRINT("Face mismatch bug! fix code"); + } + for (int i = 0; i < face_count * 3; i++) { + if (i == 0) { + aabb.position = facesw[i]; + } else { + aabb.expand_to(facesw[i]); + } + } + } + + brush->build_from_faces(faces, uvs, smooth, materials, invert); + + return brush; +} + +void CSGPolygon::_notification(int p_what) { + if (p_what == NOTIFICATION_EXIT_TREE) { + if (path_cache) { + path_cache->disconnect("tree_exited", this, "_path_exited"); + path_cache->disconnect("curve_changed", this, "_path_changed"); + path_cache = NULL; + } + } +} + +void CSGPolygon::_validate_property(PropertyInfo &property) const { + if (property.name.begins_with("spin") && mode != MODE_SPIN) { + property.usage = 0; + } + if (property.name.begins_with("path") && mode != MODE_PATH) { + property.usage = 0; + } + if (property.name == "depth" && mode != MODE_DEPTH) { + property.usage = 0; + } + + CSGShape::_validate_property(property); +} + +void CSGPolygon::_path_changed() { + _make_dirty(); + update_gizmo(); +} + +void CSGPolygon::_path_exited() { + path_cache = NULL; +} + +void CSGPolygon::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon::set_polygon); + ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon::get_polygon); + + ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon::set_mode); + ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon::get_mode); + + ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon::set_depth); + ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon::get_depth); + + ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon::set_spin_degrees); + ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon::get_spin_degrees); + + ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon::set_spin_sides); + ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon::get_spin_sides); + + ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon::set_path_node); + ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon::get_path_node); + + ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon::set_path_interval); + ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon::get_path_interval); + + ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon::set_path_rotation); + ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon::get_path_rotation); + + ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon::set_material); + ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon::get_material); + + ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon::set_smooth_faces); + ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon::get_smooth_faces); + + ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon::_is_editable_3d_polygon); + ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon::_has_editable_3d_polygon_no_depth); + + ClassDB::bind_method(D_METHOD("_path_exited"), &CSGPolygon::_path_exited); + ClassDB::bind_method(D_METHOD("_path_changed"), &CSGPolygon::_path_changed); + + ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node"), "set_path_node", "get_path_node"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material"); + + BIND_ENUM_CONSTANT(MODE_DEPTH); + BIND_ENUM_CONSTANT(MODE_SPIN); + BIND_ENUM_CONSTANT(MODE_PATH); + + BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON); + BIND_ENUM_CONSTANT(PATH_ROTATION_PATH); + BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW); +} + +void CSGPolygon::set_polygon(const Vector<Vector2> &p_polygon) { + polygon = p_polygon; + _make_dirty(); + update_gizmo(); +} + +Vector<Vector2> CSGPolygon::get_polygon() const { + return polygon; +} + +void CSGPolygon::set_mode(Mode p_mode) { + mode = p_mode; + _make_dirty(); + update_gizmo(); + _change_notify(); +} + +CSGPolygon::Mode CSGPolygon::get_mode() const { + return mode; +} + +void CSGPolygon::set_depth(const float p_depth) { + ERR_FAIL_COND(p_depth < 0.001); + depth = p_depth; + _make_dirty(); + update_gizmo(); +} + +float CSGPolygon::get_depth() const { + return depth; +} + +void CSGPolygon::set_spin_degrees(const float p_spin_degrees) { + ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360); + spin_degrees = p_spin_degrees; + _make_dirty(); + update_gizmo(); +} + +float CSGPolygon::get_spin_degrees() const { + return spin_degrees; +} + +void CSGPolygon::set_spin_sides(const int p_spin_sides) { + ERR_FAIL_COND(p_spin_sides < 3); + spin_sides = p_spin_sides; + _make_dirty(); + update_gizmo(); +} + +int CSGPolygon::get_spin_sides() const { + return spin_sides; +} + +void CSGPolygon::set_path_node(const NodePath &p_path) { + path_node = p_path; + _make_dirty(); + update_gizmo(); +} + +NodePath CSGPolygon::get_path_node() const { + return path_node; +} + +void CSGPolygon::set_path_interval(float p_interval) { + ERR_FAIL_COND(p_interval < 0.001); + path_interval = p_interval; + _make_dirty(); + update_gizmo(); +} +float CSGPolygon::get_path_interval() const { + return path_interval; +} + +void CSGPolygon::set_path_rotation(PathRotation p_rotation) { + path_rotation = p_rotation; + _make_dirty(); + update_gizmo(); +} + +CSGPolygon::PathRotation CSGPolygon::get_path_rotation() const { + return path_rotation; +} + +void CSGPolygon::set_smooth_faces(const bool p_smooth_faces) { + smooth_faces = p_smooth_faces; + _make_dirty(); +} + +bool CSGPolygon::get_smooth_faces() const { + return smooth_faces; +} + +void CSGPolygon::set_material(const Ref<Material> &p_material) { + + material = p_material; + _make_dirty(); +} + +Ref<Material> CSGPolygon::get_material() const { + + return material; +} + +bool CSGPolygon::_is_editable_3d_polygon() const { + return true; +} + +bool CSGPolygon::_has_editable_3d_polygon_no_depth() const { + return true; +} + +CSGPolygon::CSGPolygon() { + // defaults + mode = MODE_DEPTH; + polygon.push_back(Vector2(0, 0)); + polygon.push_back(Vector2(0, 1)); + polygon.push_back(Vector2(1, 1)); + polygon.push_back(Vector2(1, 0)); + depth = 1.0; + spin_degrees = 360; + spin_sides = 8; + smooth_faces = false; + path_interval = 1; + path_rotation = PATH_ROTATION_PATH; + path_cache = NULL; +} |